#include "world.hpp"
#include <limits>
+#include <glm/gtx/transform.hpp>
namespace blank {
-const BlockType BlockType::DEFAULT;
-
-void BlockType::FillVBO(
- const glm::vec3 &pos,
- std::vector<glm::vec3> &vertices,
- std::vector<glm::vec3> &colors,
- std::vector<glm::vec3> &normals
-) const {
- vertices.emplace_back(pos.x , pos.y , pos.z + 1); // front
- vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
- vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
- vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
- vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z + 1);
- vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
- vertices.emplace_back(pos.x , pos.y , pos.z ); // back
- vertices.emplace_back(pos.x , pos.y + 1, pos.z );
- vertices.emplace_back(pos.x + 1, pos.y , pos.z );
- vertices.emplace_back(pos.x + 1, pos.y , pos.z );
- vertices.emplace_back(pos.x , pos.y + 1, pos.z );
- vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
- vertices.emplace_back(pos.x , pos.y + 1, pos.z ); // top
- vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
- vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
- vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
- vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
- vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z + 1);
- vertices.emplace_back(pos.x , pos.y , pos.z ); // bottom
- vertices.emplace_back(pos.x + 1, pos.y , pos.z );
- vertices.emplace_back(pos.x , pos.y , pos.z + 1);
- vertices.emplace_back(pos.x + 1, pos.y , pos.z );
- vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
- vertices.emplace_back(pos.x , pos.y , pos.z + 1);
- vertices.emplace_back(pos.x , pos.y , pos.z ); // left
- vertices.emplace_back(pos.x , pos.y , pos.z + 1);
- vertices.emplace_back(pos.x , pos.y + 1, pos.z );
- vertices.emplace_back(pos.x , pos.y + 1, pos.z );
- vertices.emplace_back(pos.x , pos.y , pos.z + 1);
- vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
- vertices.emplace_back(pos.x + 1, pos.y , pos.z ); // right
- vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
- vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
- vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
- vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
- vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z + 1);
-
- colors.insert(colors.end(), 6 * 6, color);
-
- normals.insert(normals.end(), 6, glm::vec3( 0.0f, 0.0f, 1.0f)); // front
- normals.insert(normals.end(), 6, glm::vec3( 0.0f, 0.0f, -1.0f)); // back
- normals.insert(normals.end(), 6, glm::vec3( 0.0f, 1.0f, 0.0f)); // top
- normals.insert(normals.end(), 6, glm::vec3( 0.0f, -1.0f, 0.0f)); // bottom
- normals.insert(normals.end(), 6, glm::vec3(-1.0f, 0.0f, 0.0f)); // left
- normals.insert(normals.end(), 6, glm::vec3( 1.0f, 0.0f, 0.0f)); // right
+World::World()
+: blockType()
+, blockShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }})
+, stairShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}, { 0.0f, 0.0f })
+, slabShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.0f, 0.5f }})
+, blockNoise(0)
+, colorNoise(1)
+, player()
+, player_chunk(0, 0, 0)
+, loaded()
+, to_generate() {
+ blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &blockShape }); // white block
+ blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &stairShape }); // white stair
+ blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &slabShape }); // white slab
+ blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &blockShape }); // red block
+ blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &stairShape }); // red stair
+ blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &slabShape }); // red slab
+ blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &blockShape }); // green block
+ blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &stairShape }); // green stair
+ blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &slabShape }); // green slab
+ blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &blockShape }); // blue block
+ blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &stairShape }); // blue stair
+ blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &slabShape }); // blue slab
+
+ player.Position({ 4.0f, 4.0f, 4.0f });
}
-BlockTypeRegistry::BlockTypeRegistry() {
- Add(BlockType::DEFAULT);
-}
+namespace {
-int BlockTypeRegistry::Add(const BlockType &t) {
- int id = types.size();
- types.push_back(t);
- types.back().id = id;
- return id;
+bool ChunkLess(const Chunk &a, const Chunk &b) {
+ return dot(a.Position(), a.Position()) < dot(b.Position(), b.Position());
}
-
-Chunk::Chunk()
-: blocks(Size())
-, model()
-, dirty(false) {
-
}
-
-void Chunk::Draw() {
- if (dirty) {
- Update();
+void World::Generate(const glm::tvec3<int> &from, const glm::tvec3<int> &to) {
+ for (int z = from.z; z < to.z; ++z) {
+ for (int y = from.y; y < to.y; ++y) {
+ for (int x = from.x; x < to.x; ++x) {
+ glm::vec3 pos{float(x), float(y), float(z)};
+ if (ChunkAvailable(pos)) {
+ continue;
+ } else if (x == 0 && y == 0 && z == 0) {
+ loaded.emplace_back();
+ loaded.back().Position(pos);
+ Generate(loaded.back());
+ } else {
+ to_generate.emplace_back();
+ to_generate.back().Position(pos);
+ }
+ }
+ }
}
- model.Draw();
+ to_generate.sort(ChunkLess);
}
-
-bool Chunk::Intersection(const Ray &ray, const glm::mat4 &M, int *blkid, float *dist) const {
- { // rough check
- const AABB bb{{0, 0, 0}, {Width(), Height(), Depth()}};
- if (!blank::Intersection(ray, bb, M)) {
- return false;
+void World::Generate(Chunk &chunk) {
+ glm::vec3 pos(chunk.Position());
+ if (pos.x == 0 && pos.y == 0 && pos.z == 0) {
+ for (size_t i = 1; i < blockType.Size(); ++i) {
+ chunk.BlockAt(i) = Block(blockType[i]);
+ chunk.BlockAt(i + 257) = Block(blockType[i]);
+ chunk.BlockAt(i + 514) = Block(blockType[i]);
}
- }
-
- if (!blkid && !dist) {
- return true;
- }
-
- // TODO: should be possible to heavily optimize this
- int id = 0;
- int closest_id = -1;
- float closest_dist = std::numeric_limits<float>::infinity();
- for (int z = 0; z < Depth(); ++z) {
- for (int y = 0; y < Height(); ++y) {
- for (int x = 0; x < Width(); ++x, ++id) {
- if (!blocks[id].type->visible) {
- continue;
- }
- const AABB bb{{x, y, z}, {x+1, y+1, z+1}};
- float cur_dist;
- if (blank::Intersection(ray, bb, M, &cur_dist)) {
- if (cur_dist < closest_dist) {
- closest_id = id;
- closest_dist = cur_dist;
+ } else {
+ for (int z = 0; z < Chunk::Depth(); ++z) {
+ for (int y = 0; y < Chunk::Height(); ++y) {
+ for (int x = 0; x < Chunk::Width(); ++x) {
+ glm::vec3 block_pos{float(x), float(y), float(z)};
+ glm::vec3 gen_pos = (pos * Chunk::Extent() + block_pos) / 64.0f;
+ float val = blockNoise(gen_pos);
+ if (val > 0.8f) {
+ int col_val = int((colorNoise(gen_pos) + 1.0f) * 2.0f) % 4;
+ chunk.BlockAt(block_pos) = Block(blockType[col_val * 3 + 1]);
}
}
}
}
}
+ chunk.Invalidate();
+}
- if (closest_id < 0) {
- return false;
+bool World::Intersection(
+ const Ray &ray,
+ const glm::mat4 &M,
+ Chunk **chunk,
+ int *blkid,
+ float *dist,
+ glm::vec3 *normal) {
+ Chunk *closest_chunk = nullptr;
+ int closest_blkid = -1;
+ float closest_dist = std::numeric_limits<float>::infinity();
+ glm::vec3 closest_normal;
+
+ for (Chunk &cur_chunk : loaded) {
+ int cur_blkid;
+ float cur_dist;
+ glm::vec3 cur_normal;
+ if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player.ChunkCoords()), &cur_blkid, &cur_dist, &cur_normal)) {
+ if (cur_dist < closest_dist) {
+ closest_chunk = &cur_chunk;
+ closest_blkid = cur_blkid;
+ closest_dist = cur_dist;
+ closest_normal = cur_normal;
+ }
+ }
}
+ if (chunk) {
+ *chunk = closest_chunk;
+ }
if (blkid) {
- *blkid = closest_id;
+ *blkid = closest_blkid;
}
if (dist) {
*dist = closest_dist;
}
- return true;
+ if (normal) {
+ *normal = closest_normal;
+ }
+ return closest_chunk;
}
-int Chunk::VertexCount() const {
- // TODO: query blocks as soon as type shapes are implemented
- return Size() * 6 * 6;
+Chunk *World::ChunkLoaded(const glm::tvec3<int> &pos) {
+ for (Chunk &chunk : loaded) {
+ if (glm::tvec3<int>(chunk.Position()) == pos) {
+ return &chunk;
+ }
+ }
+ return nullptr;
}
-void Chunk::Update() {
- model.Clear();
- model.Reserve(VertexCount());
+Chunk *World::ChunkQueued(const glm::tvec3<int> &pos) {
+ for (Chunk &chunk : to_generate) {
+ if (glm::tvec3<int>(chunk.Position()) == pos) {
+ return &chunk;
+ }
+ }
+ return nullptr;
+}
+
+Chunk *World::ChunkAvailable(const glm::tvec3<int> &pos) {
+ Chunk *chunk = ChunkLoaded(pos);
+ if (chunk) return chunk;
+
+ return ChunkQueued(pos);
+}
+
+Chunk &World::Next(const Chunk &to, const glm::vec3 &dir) {
+ const glm::vec3 tgt_pos = to.Position() + dir;
+
+ Chunk *chunk = ChunkLoaded(tgt_pos);
+ if (chunk) {
+ return *chunk;
+ }
+
+ chunk = ChunkQueued(tgt_pos);
+ if (chunk) {
+ Generate(*chunk);
+ return *chunk;
+ }
+
+ loaded.emplace_back();
+ loaded.back().Position(tgt_pos);
+ Generate(loaded.back());
+ return loaded.back();
+}
+
+
+void World::Update(int dt) {
+ player.Update(dt);
- for (int i = 0; i < Size(); ++i) {
- if (blocks[i].type->visible) {
- blocks[i].type->FillModel(ToCoords(i), model);
+ CheckChunkGeneration();
+}
+
+void World::CheckChunkGeneration() {
+ if (player.ChunkCoords() != player_chunk) {
+ player_chunk = player.ChunkCoords();
+
+ constexpr int max_dist = 8;
+ // unload far away chunks
+ for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) {
+ if (std::abs(player_chunk.x - iter->Position().x) > max_dist
+ || std::abs(player_chunk.y - iter->Position().y) > max_dist
+ || std::abs(player_chunk.z - iter->Position().z) > max_dist) {
+ iter = loaded.erase(iter);
+ } else {
+ ++iter;
+ }
}
+ // abort far away queued chunks
+ for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end;) {
+ if (std::abs(player_chunk.x - iter->Position().x) > max_dist
+ || std::abs(player_chunk.y - iter->Position().y) > max_dist
+ || std::abs(player_chunk.z - iter->Position().z) > max_dist) {
+ iter = to_generate.erase(iter);
+ } else {
+ ++iter;
+ }
+ }
+ // add missing new chunks
+ glm::tvec3<int> offset(max_dist, max_dist, max_dist);
+ Generate(player_chunk - offset, player_chunk + offset);
+ }
+
+ if (!to_generate.empty()) {
+ Generate(to_generate.front());
+ loaded.splice(loaded.end(), to_generate, to_generate.begin());
}
+}
+
- model.Invalidate();
- dirty = false;
+void World::Render(DirectionalLighting &program) {
+ program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
+ program.SetView(glm::inverse(player.Transform(player.ChunkCoords())));
+
+ for (Chunk &chunk : LoadedChunks()) {
+ glm::mat4 m(chunk.Transform(player.ChunkCoords()));
+ program.SetM(m);
+ glm::mat4 mvp(program.GetVP() * m);
+ if (!CullTest(Chunk::Bounds(), mvp)) {
+ chunk.Draw();
+ }
+ }
}
}